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/*
* Copyright (c) 2014-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#include <d3d11.h>
#include "computeContextD3D11.h"
// ************************** Compute Context Implementation ******************
template <class T>
void inline COMRelease(T& t)
{
if (t) t->Release();
t = nullptr;
}
struct ComputeContext
{
ComputeContextDesc m_desc = {};
ID3D11SamplerState* m_sampler0 = nullptr;
ID3D11SamplerState* m_sampler1 = nullptr;
ID3D11SamplerState* m_sampler2 = nullptr;
ID3D11SamplerState* m_sampler3 = nullptr;
ID3D11SamplerState* m_sampler4 = nullptr;
ID3D11SamplerState* m_sampler5 = nullptr;
ComputeContext(const ComputeContextDesc* desc)
{
m_desc = *desc;
auto createSampler = [&](D3D11_FILTER filter, D3D11_TEXTURE_ADDRESS_MODE mode)
{
D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = filter;
samplerDesc.AddressU = mode;
samplerDesc.AddressV = mode;
samplerDesc.AddressW = mode;
samplerDesc.MipLODBias = 0;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 0.f;
samplerDesc.BorderColor[1] = 0.f;
samplerDesc.BorderColor[2] = 0.f;
samplerDesc.BorderColor[3] = 0.f;
samplerDesc.MinLOD = 0.f;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
ID3D11SamplerState* sampler = nullptr;
m_desc.device->CreateSamplerState(&samplerDesc, &sampler);
return sampler;
};
m_sampler0 = createSampler(D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER);
m_sampler1 = createSampler(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER);
m_sampler2 = createSampler(D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP);
m_sampler3 = createSampler(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP);
m_sampler4 = createSampler(D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP);
m_sampler5 = createSampler(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP);
}
~ComputeContext()
{
COMRelease(m_sampler0);
COMRelease(m_sampler1);
COMRelease(m_sampler2);
COMRelease(m_sampler3);
COMRelease(m_sampler4);
COMRelease(m_sampler5);
}
};
struct ComputeShader
{
ID3D11ComputeShader* m_shader = nullptr;
ComputeShader(ID3D11ComputeShader* shader)
{
m_shader = shader;
}
~ComputeShader()
{
COMRelease(m_shader);
}
};
struct ComputeConstantBuffer
{
ID3D11Buffer* m_buffer;
ComputeConstantBuffer(ID3D11Buffer* buffer)
{
m_buffer = buffer;
}
~ComputeConstantBuffer()
{
COMRelease(m_buffer);
}
};
struct ComputeResource
{
protected:
ID3D11ShaderResourceView* m_srv = nullptr;
public:
void update(const ComputeResourceDesc* desc)
{
m_srv = desc->srv;
}
ComputeResource(const ComputeResourceDesc* desc)
{
update(desc);
}
ID3D11ShaderResourceView* SRV()
{
return m_srv;
}
};
struct ComputeResourceRW : public ComputeResource
{
protected:
ID3D11UnorderedAccessView* m_uav;
public:
void update(const ComputeResourceRWDesc* descRW)
{
m_uav = descRW->uav;
ComputeResource::update(&descRW->resource);
}
ComputeResourceRW(const ComputeResourceRWDesc* descRW):
ComputeResource(&descRW->resource)
{
m_uav = descRW->uav;
}
ID3D11UnorderedAccessView* UAV()
{
return m_uav;
}
};
// ************* API functions ****************
ComputeContext* ComputeContextCreate(ComputeContextDesc* desc)
{
return new ComputeContext(desc);
}
void ComputeContextUpdate(ComputeContext* context, ComputeContextDesc* desc)
{
context->m_desc = *desc;
}
void ComputeContextRelease(ComputeContext* context)
{
delete context;
}
ComputeShader* ComputeShaderCreate(ComputeContext* context, const ComputeShaderDesc* desc)
{
ID3D11ComputeShader* computeShader = nullptr;
context->m_desc.device->CreateComputeShader(desc->cs, desc->cs_length, nullptr, &computeShader);
return new ComputeShader(computeShader);
}
void ComputeShaderRelease(ComputeShader* shader)
{
delete shader;
}
ComputeConstantBuffer* ComputeConstantBufferCreate(ComputeContext* context, const ComputeConstantBufferDesc* desc)
{
ID3D11Buffer* constantBuffer = nullptr;
{
D3D11_BUFFER_DESC bufDesc;
bufDesc.ByteWidth = desc->sizeInBytes;
bufDesc.Usage = D3D11_USAGE_DYNAMIC;
bufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufDesc.MiscFlags = 0;
context->m_desc.device->CreateBuffer(&bufDesc, nullptr, &constantBuffer);
}
return new ComputeConstantBuffer(constantBuffer);
}
void ComputeConstantBufferRelease(ComputeConstantBuffer* constantBuffer)
{
delete constantBuffer;
}
void* ComputeConstantBufferMap(ComputeContext* context, ComputeConstantBuffer* constantBuffer)
{
D3D11_MAPPED_SUBRESOURCE mapped = {};
context->m_desc.deviceContext->Map(constantBuffer->m_buffer, 0u, D3D11_MAP_WRITE_DISCARD, 0u, &mapped);
return mapped.pData;
}
void ComputeConstantBufferUnmap(ComputeContext* context, ComputeConstantBuffer* constantBuffer)
{
context->m_desc.deviceContext->Unmap(constantBuffer->m_buffer, 0u);
}
ComputeResource* ComputeResourceCreate(ComputeContext* context, const ComputeResourceDesc* desc)
{
return new ComputeResource(desc);
}
void ComputeResourceUpdate(ComputeContext* context, ComputeResource* resource, const ComputeResourceDesc* desc)
{
resource->update(desc);
}
void ComputeResourceRelease(ComputeResource* resource)
{
delete resource;
}
ComputeResourceRW* ComputeResourceRWCreate(ComputeContext* context, const ComputeResourceRWDesc* desc)
{
return new ComputeResourceRW(desc);
}
void ComputeResourceRWUpdate(ComputeContext* context, ComputeResourceRW* resourceRW, const ComputeResourceRWDesc* desc)
{
resourceRW->update(desc);
}
void ComputeResourceRWRelease(ComputeResourceRW* resourceRW)
{
delete resourceRW;
}
ComputeResource* ComputeResourceRWGetResource(ComputeResourceRW* resourceRW)
{
return static_cast<ComputeResource*>(resourceRW);
}
void ComputeContextDispatch(ComputeContext* context, const ComputeDispatchParams* params)
{
auto& deviceContext = context->m_desc.deviceContext;
if (params->shader) deviceContext->CSSetShader(params->shader->m_shader, nullptr, 0u);
ID3D11ShaderResourceView* srvs[ComputeDispatchMaxResources] = { nullptr };
ID3D11UnorderedAccessView* uavs[ComputeDispatchMaxResourcesRW] = { nullptr };
for (unsigned int i = 0u; i < ComputeDispatchMaxResources; i++)
{
if (params->resources[i]) srvs[i] = params->resources[i]->SRV();
}
for (unsigned int i = 0u; i < ComputeDispatchMaxResourcesRW; i++)
{
if (params->resourcesRW[i]) uavs[i] = params->resourcesRW[i]->UAV();
}
deviceContext->CSSetShaderResources(0u, ComputeDispatchMaxResources, srvs);
deviceContext->CSSetUnorderedAccessViews(0u, ComputeDispatchMaxResourcesRW, uavs, nullptr);
if (params->constantBuffer) deviceContext->CSSetConstantBuffers(0u, 1u, ¶ms->constantBuffer->m_buffer);
ID3D11SamplerState* samplers[] = {
context->m_sampler0, context->m_sampler1, context->m_sampler2,
context->m_sampler3, context->m_sampler4, context->m_sampler5
};
deviceContext->CSSetSamplers(0u, 6u, samplers);
deviceContext->Dispatch(params->gridDim[0u], params->gridDim[1u], params->gridDim[2u]);
ID3D11ShaderResourceView* nullsrvs[ComputeDispatchMaxResources] = { nullptr };
ID3D11UnorderedAccessView* nulluavs[ComputeDispatchMaxResourcesRW] = { nullptr };
deviceContext->CSSetShaderResources(0, ComputeDispatchMaxResources, nullsrvs);
deviceContext->CSSetUnorderedAccessViews(0, ComputeDispatchMaxResourcesRW, nulluavs, nullptr);
}
// ******************************* NvFlow Interoperation ****************************************
#include "NvFlow.h"
#include "NvFlowContextD3D11.h"
inline void updateComputeContextDesc(NvFlowContext* flowContext, ComputeContextDesc* desc)
{
NvFlowContextDescD3D11 srcDesc = {};
NvFlowUpdateContextDescD3D11(flowContext, &srcDesc);
desc->device = srcDesc.device;
desc->deviceContext = srcDesc.deviceContext;
}
ComputeContext* ComputeContextNvFlowContextCreate(NvFlowContext* flowContext)
{
ComputeContextDesc desc = {};
updateComputeContextDesc(flowContext, &desc);
return ComputeContextCreate(&desc);
}
void ComputeContextNvFlowContextUpdate(ComputeContext* computeContext, NvFlowContext* flowContext)
{
ComputeContextDesc desc = {};
updateComputeContextDesc(flowContext, &desc);
ComputeContextUpdate(computeContext, &desc);
}
ComputeResource* ComputeResourceNvFlowCreate(ComputeContext* context, NvFlowContext* flowContext, NvFlowResource* flowResource)
{
NvFlowResourceViewDescD3D11 flowViewDesc = {};
NvFlowUpdateResourceViewDescD3D11(flowContext, flowResource, &flowViewDesc);
ComputeResourceDesc desc = {};
desc.srv = flowViewDesc.srv;
return ComputeResourceCreate(context, &desc);
}
void ComputeResourceNvFlowUpdate(ComputeContext* context, ComputeResource* resource, NvFlowContext* flowContext, NvFlowResource* flowResource)
{
NvFlowResourceViewDescD3D11 flowViewDesc = {};
NvFlowUpdateResourceViewDescD3D11(flowContext, flowResource, &flowViewDesc);
ComputeResourceDesc desc = {};
desc.srv = flowViewDesc.srv;
ComputeResourceUpdate(context, resource, &desc);
}
ComputeResourceRW* ComputeResourceRWNvFlowCreate(ComputeContext* context, NvFlowContext* flowContext, NvFlowResourceRW* flowResourceRW)
{
NvFlowResourceRWViewDescD3D11 flowViewDesc = {};
NvFlowUpdateResourceRWViewDescD3D11(flowContext, flowResourceRW, &flowViewDesc);
ComputeResourceRWDesc desc = {};
desc.resource.srv = flowViewDesc.resourceView.srv;
desc.uav = flowViewDesc.uav;
return ComputeResourceRWCreate(context, &desc);
}
void ComputeResourceRWNvFlowUpdate(ComputeContext* context, ComputeResourceRW* resourceRW, NvFlowContext* flowContext, NvFlowResourceRW* flowResourceRW)
{
NvFlowResourceRWViewDescD3D11 flowViewDesc = {};
NvFlowUpdateResourceRWViewDescD3D11(flowContext, flowResourceRW, &flowViewDesc);
ComputeResourceRWDesc desc = {};
desc.resource.srv = flowViewDesc.resourceView.srv;
desc.uav = flowViewDesc.uav;
ComputeResourceRWUpdate(context, resourceRW, &desc);
}
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